: Add one mana of any color to your mana pool.
Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colourless Spirit creature token.
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Forbidden Orchard Discussion
17 hours ago
Hey, nice job so far. Old Gnawbone is a huge boon for Dragon combos.
Are you not playing any tutors in the 99 because you don't like them? There's some upgrades you could make especially tutors, but the main area to improve is the manabase. With 700+ budget I think you can do better than 24 basic lands since with five colors this is subpar color fixing without relying on other cards. The lands in the manabase should color fix well enough for your deck to function with five colors without help. I'm guessing Fetch lands are not within the budget because you're not playing any.
There's lots of directions you could go for more land upgrades depending on the amount you can spend for upgrades. Mana Confluence , Forbidden Orchard , Haven of the Spirit Dragon and Unclaimed Territory are first options. Bond lands if playing multiplayer would be second options, Pain lands third, Filter lands fourth and Check lands fifth. Some combination of all these is of course is also an option, but I would make lands that ETB untapped to make green or red a priority for upgrades such as Mana Confluence , Spire Garden and Karplusan Forest .
Good luck with your deck.
1 week ago
Otherwise I love the interaction and Jankyness of the deck.
Keep up the good work!
2 weeks ago
Hey, nice personal version. I respect you're willing to post for critique your personal deck that you're currently playing.
An area to consider improving is ramp. Consider cutting some basic lands especially Swamps for more low CMC mana rocks?
You can get ramp other ways than mana rocks such as Rakdos, Lord of Riots who's underrated with Kaalia. Can also be a backup to more easily cast high CMC creatures if you can't cheat them onto the battlefield with Kaalia. Rakdos could replace Iona, Shield of Emeria because she's banned in multiplayer EDH/Commander.
40 lands with 27 basic lands isn't a good ratio for color fixing when you need all three colors equally. You can't count on having Chromatic Lantern every game for color fixing, but you should consistently be able to count on your lands. Bloodstained Mire is great, nice Expedition, but currently it can't fetch a white source because there's no Swamp/Plains or Mountain/Plains land. Savai Triome , Godless Shrine and Sacred Foundry are Plains lands that Mire can search for.
Less lands, more color fixing and more ramp will help gameplay. You want at least 20 sources of each color from lands in the manabase which is completely doable with the already high budget. My advice is cut basic lands for more dual lands. I'll suggest two different tiers of land improvements to consider based on your current budget.
Tier 1 (more expensive lands, better color fixing): more Rainbow lands, more Fetch lands, Shock lands, Bond lands.
- Mana Confluence
- Exotic Orchard
- Forbidden Orchard
- Marsh Flats
- Arid Mesa
- Savai Triome
- Godless Shrine
- Sacred Foundry
- Blood Crypt
- Vault of Champions
- Spectator Seating
- Luxury Suite
Tier 2 (less expensive lands, less color fixing): lesser Rainbow lands, Bond lands, Pathways and Filter lands.
- Exotic Orchard
- Savai Triome : for Mire to fetch.
- Path of Ancestry
- Vault of Champions
- Spectator Seating
- Caves of Koilos
- Brightclimb Pathway Flip
- Needleverge Pathway Flip
- Graven Cairns
- Rugged Prairie
- Fetid Heath
I offer more advice. Would you like more advice? Good luck with your deck.
3 weeks ago
First and foremost. That joke about "tooting my Horn " was pure gold. Don't ever change.
I get the synergy with stuff like Maskwood Nexus so I'll look into it for my version as well. My deck is based around getting the draw engine as fast as possible so I took out pieces like this. I guess they are worth looking back into.
I'm liking Cauldron of Souls the more I think about it. Kumena can negate the -1/-1 counters using his own ability to give +1/+1 counters so that's pretty sweet. Also, it is okay if Cauldron of Souls eats up removal because that'll save your other more important enchantments and artifacts. Potentially anyways.
When I went with the Isochron Scepter and Dramatic Reversal combo I took out Intruder Alarm but I did really like it in the previous build. Darting Merfolk definitely makes sense with that kind of combo.
Speaking of Intruder Alarm there is an infinite combo that you can use to draw out your deck, or just draw into something you need. Forbidden Orchard , Intruder Alarm and Kiora's Follower give infinite untaps, three other merfolk is infinite draw, and mana rocks and/or dorks ( Earthcraft / Cryptolith Rite ) is infinite mana as well. This can allow you to win with Thassa's Oracle or Laboratory Maniac . Lastly, Grimoire Thief can also allow you to exile each opponents' library. Food for thought if you want to go that route.
I see you are running Counterspell and Pact of Negation . Personally, I wouldn't run counterspells unless it is a bigger package. It is unlikely that you'll have them when you need them with only running two. I'd recommend taking them out to add more utility and value. Unless you feel like you need more counterspells in which you can add more. It is one of those types of cards (for me) that you are either running a lot or none.
I was asking about the lands because in my build the couple of colorless lands I have can sometimes be a hinderance since merfolk are so blue heavy. I originally ran Back to Basics but have since taken it out since my playgroup just played around it. I've been wanting to add it back in but that is why I still have so many basics in the deck. I never really went back and changed the lands. Thanks for the thought on some utility lands.
1 month ago
Hey, you're missing one of the best cards with Kalamax and magecraft, Narset's Reversal . Use Kalamax copy of Reversal to send the original Reversal back to your hand and resolve the copies. With Kalamax it becomes a repeatable Fork that can be major disruption for your opponents. Reversal also combos with Twinning Staff to make infinite copies of Reversal.
Chord of Calling is very good if you want to play big creatures with Kalamax. For nine mana you can tutor for and cheat two 6 CMC or less creatures onto the battlefield. This interaction is popular with the Kiki + Pestermite combo as a win condition. You would be better off playing a few big creatures and instant Chord that has interaction with Kalamax then eight big creatures which is a lot.
Mystical Tutor is an instant tutor to get any two instant or sorceries. Worldly Tutor can get any two creatures. Solve the Equation can also get any instant or sorcery. Merchant Scroll can get any blue instant. Long-Term Plans can tutor for any two cards and with so much draw with Kalamax Plans has less of a drawback. Noxious Revival and/or Reclaim can recur any two cards.
If wanting to make lots of mana than Storm-Kiln Artist can help. His magecraft is excellent with Kalamax and a Fork which creates infinite treasures for infinite mana. Comet Storm becomes a win condition with infinite treasures. Artist is really good with the strategy of repeatedly casting/copying instants by making treasures which is better than just making mana especially with Narset's Reversal . Creating two treasures just by casting Reversal and then if copying an instant you make more treasures as Reversal copies the spell on the stack. Roiling Regrowth is another Harrow for more basic land ramp.
Good luck with your deck.
2 months ago
Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.
- LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.
Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).
Your bicolored lands:
a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.
b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.
Less good bicolored lands that are require deckbuilding technique:
c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel
d. Pathway lands: Needleverge Pathway Flip, Brightclimb Pathway Flip, Blightstep Pathway Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).
- Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.
a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).
b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.
c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .
Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)
Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)
Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.
I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.
3 months ago
3 months ago
I like that you try to sneak in doublestrike with non-artifacts and that you are running very few reactive spells to focus on voltron. However, the only reactive spell I really recommend is Deflecting Swat . It’s free when you have a commander out and it is almost guaranteed to save you in a pinch. You can always redirect a spell or ability to Kediss if necessary. I started running it recently in my Kaalia deck and it’s extremely useful.
I recommend dropping the triome and two snow dual lands and replace them with Fiery Islet and Sunbaked Canyon since the former enter tapped, and plus you could always use more card draw. Forbidden Orchard would work well in this deck too, since the spirit token would easily be blocked.
The cards you are running for draw are expensive mana-wise. I would drop Zedruu for Brainstorm , he’s too expensive and seems out of place. Ponder and Rhystic Study are good options too. Also Gitaxian Probe for free draw.
The only land I recommend which enters play tapped is Hall of the Bandit Lord , for Ishai.
You are running relatively few one-drops. The tutors and mana ramp artifacts will help ensure your first turn isn’t wasted. Your removal is expensive too and you run several board wipes. Instead you could run Swords to Plowshares or Council's Judgment . Also you could use more artifact or enchantment removal like Wear / Tear . I would try to bring down your average CMC overall.
Also, I know you said you didn’t want to run any Swords, and that’s totally valid, but I would recommend only running Sword of Feast and Famine , since it’s arguably the best sword, regardless of color protection. It doubles your mana after every attack, which is always good. Plus the discard effect would affect every opponent with Kediss.
Also, you may want to run Cavern of Souls , just for Ishai, depending on your meta.
Hope you find my suggestions useful! :)